nwshade wrote: »
I have another concern on the part of rouges;"Shocking Execution: The base damage of this power has been reduced by 60%."
It is understandable to reduce the base damage of shocking execution cus it is not meant to 1 shot ppl in pvp from 100% HP to dead. But i would say it should have been balanced rather than nerfed. By balancing i mean, reduce the base damage but increase the multiplier on the amount of HP lost. That means increase the multiplier on the damage increase due the reduced HP on the target, so it will not be a 1 shot, it will be what its name suggest SHOCKING EXECUTION!!! If a rouge is fool enough to use it on target with 100% HP that skill does less damage than a AT-Will, but on a target with 30% HP, it will execute it right-away.
Another thing i wanna add is that there should be something done to the Daily, Bloodbath. Most player stop using it in later game due to the way it works. The rouge jumps to random targets with random hits that deal insignificant damage. I am putting up some suggestions to improve it in later times.1. Allow something like target painting, where the player can select the targets he wants to jump(Switch Target) on. It perfectly makes sense, a rouge will plan and select his pray b4 going for it not just mindlessly jump(Switch Target) here and there.OR2. Increase the amount of damage dealt on every jump(Switch Target). Well, on single target increasing the damage will make it an over powered skill for pvp but instead increasing the damage on every jump will make it an interesting skill. Maybe after 4th jump(Switch Target) it can even kill a player with 100% HP, but none, not even the rouge himself will know who will be the victim This skill will then may find its use for harassment creation in group PvP and a decent AOE attack for dungeons crawling. For single target, i would actually suggest to reduce the damage a bit. So, the base damage should be reduced but the damage should increase significantly on every jump(Switch Target). This can be implemented as a buff stack or just plain increase in damage on hits.
xhiven wrote: »
The problem with the GWF, and with most of the class design, is that classes are not unique enough. Both due to design and due to broken mechanics. Hopefully new paragon paths will resolve some of this issue. But fundamentally speaking, each class needs to bring something unique to the table. Otherwise everybody is just fighting over two numbers: Damage and healing. There shouldn't be a dps competition with GWF and Rogue. GWF should be bringing something unique to the table aside from damage that makes you want to bring a GWF along instead of a second Rogue.
That's the fundamental flaw in the class design. There should be a desire to bring another, different class along for a unique benefit than a desire to bring along another of the same class. The party, especially in D&D, should have a nice spread of classes that all bring something unique to the table that helps the party as a whole.
Currently, Neverwinter's class design is very muddy in that regard. All that really matters is damage, healing and to a lesser extent control. Tanking, buffing and debuffing need to matter more and each class should have access to buffs or debuffs that other classes do not have. As long as you put similar abilities on two different classes, people will take the one that's "best". GWF should bring offensive group buffs / multi target debuffs to the table. Guardian should bring group defensive buffs. Rogue should bring single target debuffs.
Everyone should do something unique that benefits the party as a whole that another class cannot replicate. Otherwise there will always be this <font color="orange">HAMSTER</font> measuring content over which class is the "best" to bring into a dungeon for what role.
zurkhon wrote: »
Did I miss the note that stated all the abandoned companions at jump points and log out havens would be following their masters and no longer clogging up Protector's Enclave??
They look so sad standing there for days and days awaiting the return of their masters.
shamurai7 wrote: »
Exactly why I hate the loot changes.
Here is an example of why this blows and is a stupid idea.
Ancient weapon drop values from Castle Never:
DC drop value 3 million AD
CW drop value 2.5 million AD
GWF drop value 1.25 million AD
GF drop value .5 million AD
TR drop 2.75 million AD
So thanks a lot devs.....as a GF I now have no chance at a valuable item while rogues, clerics, and wizards get their valuable stuff with no competition. What a slap in the face.
l0th4ri0 wrote: »
DEVS: please try something in the test shard for us GWFs... it is very very easy to implement, and would probably take like 1 minute to alter the code:
Remove the target cap of 5 from the GWFs attacks. Make it like 10 or 12 instead. We don't need a huge damage buff to do more AoE (which is supposed to be our job), we need to be able to hit more enemies at once. Please note that this tiny tweak will have absolutely no effect on PVP, which appears to be the main priority right now.
Just do it. Let us try it out for you and let's see what happens.
Other GWFs: please help me out here. The more times the guys see this sentiment repeated in this thread = better chance of making us relevant in dungeons again. Thank you.
allaerra wrote: »
My thoughts so far:
2. Cleanse not removing the recently died debuff sucks. The recently died debuff is already inconvenient in dungeons.
3. Nerf on Shocking Execution is beyond ridiculous. 60%, really? That's totally overkill. That is the daily you have to wait until almost max level to acquire. It should be the strongest daily. In hard boss fights it helps the entire team to have the TR dealing a good sized shot of damage every so often. I could see 25% maybe. 60% is total nerf into the ground. C'mon guys, let's balance not destroy.
4. Threat from healing spread across enemies. Not sure about this one. Will it decrease aggro on clerics enough? Right now the amount of aggro clerics pull is completely ridiculous. Not sure if this alone is going to fix that.
5. Queue refilling with one of the same class? Why in the WORLD would you make it work like that? PLEASE RETHINK THIS. If you are kicking the last person in to the party to try and get a DC this means you will just keep getting the same class making the entire party a fail and forcing the whole party to requeue. If it is Dungeon Delves and you just waited 45 minutes to get in that is completely unfair.
Other than that, everything else is looking fairly promising. I am so thrilled about the NEED gray out. One less thing to cause animosity in dungeons. Yay!
bandalf1 wrote: »
Tons of great changes.Also a bunch of not so great changes. I am not a fan of nerfs in a PVE setting. Hope the dev team doesn't continue to nerf this game out of existence. PVP and PVE are two entirely different creatures and some of the nerfs are obviously because of PVP stuff.I don't do PVP at all and honestly have no intentions to ever try it and I know I am not alone in this.The CW nerf most likely will just make my game less enjoyable.Only speculating from what I am reading and how I picture it playing out.Time will tell.
dominemesis wrote: »
+1 this, PVP really has no place in D&D class balancing, each class is a specialist. The striker does bucket-loads of damage, but in pvp that is nerfbat fodder, the controller does very solid damage in AOE, but again, that is nerf food in PVP. Honestly since PVP seems to be something MMO's just can't get away from, they should all seriously consider balancing the two entirely separately, and having powers, feats abilities etc work one way for PVP and another for PVE, that way changes to one don't screw up the other.
Overworld map doors now allow multiple players to interact simultaneously.
threeravens wrote: »
Concerns:Conduit of Ice, Ray of Enfeeblement, Entangling Force, Sudden Storm SP - damage calculated as dots: dafuq does that mean??? Please try not to throw out statements which muddle things up instead of clarifying them.
threeravens wrote: »
[*] Ray of Enfeeblement nerf - acceptable in PvP but it might be too heavy in PvE. Will be heavily dependent on actual numbers. It might loose (and heavily) to thaumaturge specced Conduit of Ice with Chilling Presence passive.
ministerofchange wrote: »
If your team is trying but are totally out geared by the other team (this happens a lot in Level 60 matches), you will suffer. They need to change ques at 60 by gear score Regular, t1, t2 - make them separate ques so that your are only able to face an equal scored team.
diogene0 wrote: »
GWFs were already excellent, but played by incompetent players. Now they are clearly OP and will rule in pvp with devastating permastun builds that do a ****ton of dps. Really...
torrifico wrote: »
However at the moment damage from high-end gear is out of hand, having 1.8k def (i.e. 25% damage reduction) and still getting crit by a CW (yes you read that right, CONTROL WIZARD) for over 20k is ridiculous. The double AS nerf coming in is laughable when rogues can take you down from 100% health to dead while you are standing on a double-AS AND HG.
master4ever wrote: »
I'm in the new shard. What I have to expect from it? I mean, what I do in the new shard can be transfer in the old? Or can I decide to go on with the new shard PCS instead of the old ones? Please give me some more news.